/Engine/Plugins/Importers/USDImporter/Source/USDSchemas/Public/USDSchemaTranslator.h
struct FUsdSchemaTranslationContext : public [TSharedFromThis< FUsdSchemaTranslationContext >](API\Runtime\Core\Templates\TSharedFromThis)
TStrongObjectPt...
AssetCache
Where the translated assets will be stored
bool
bAllowInterpretingLODs
If true, prims with a "LOD" variant set, and "LOD0", "LOD1", etc.
bool
bAllowParsingGroomAssets
If true, means we will try generating GroomAssets, GroomCaches and GroomBindings
bool
bAllowParsingSkeletalAnimations
If true, we will also try creatingUAnimSequenceskeletal animation assets when parsing SkelRoot prims
bool
bCollapseTopLevelPointInstancers
If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.
bool
bIsBuildingInfoCache
True if we're building the InfoCache assigned to this context.
bool
bIsImporting
True if we're a context created by the USDStageImporter to fully import to persistent assets and actors
UsdUtils::FBlen...
BlendShapesByPath
Where we place imported blend shapes, if available
bool
bMergeIdenticalMaterialSlots
If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.
bool
bSequencerIsAnimating
True if the Sequencer is currently opened and animating the stage level sequence.
bool
bTranslateOnlyUsedMaterials
Skip the import of materials that aren't being used by any prim on the stage
TArray<FHairGr...
GroomInterpolationSettings
Groom group interpolation settings
TSharedPtr<FUs...
InfoCache
Caches various information about prims that are expensive to query
EUsdDefaultKind
KindsToCollapse
Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh
ULevel*
Level
Level to spawn actors in
FName
MaterialPurpose
The material purpose to use when translating material bindings
TMap<FString, ...
MaterialToPrimvarToUVIndex
When parsing materials, we keep track of which primvar we mapped to which UV channel.
int32
NaniteTriangleThreshold
If a generatedUStaticMeshhas at least this many triangles we will attempt to enable Nanite
EObjectFlags
ObjectFlags
Flags used when creating UObjects
USceneComponent...
ParentComponent
The parent component when translating children
EUsdPurpose
PurposesToLoad
We're only allowed to load prims with purposes that match these flags
FName
RenderContext
The render context to use when translating materials
EUsdRootMotionH...
RootMotionHandling
Describes what to add to the root bone animation within generated AnimSequences, if anything
UE::FUsdStage
Stage
Pxr::UsdStage we're translating from
TMap<UTexture...
TextureToUserMaterials
Sometimes we must upgrade a material from non-VT to VT, and so upgrade all of its textures to VT (and then upgrade all materials that use them to VT, etc.).
float
Time
The time at which we are translating
TArray<TShared...
TranslatorTasks